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1. E Flash has JLA TA and HSS. If he decides to run up to Black Panther, sock him in the gobb and move off, is this considered a free action because of the JLA TA?
2. An opponent mind controls my Superman. The only thing they make him do is turn off his own Impervious (it being optional and all). Does my Superman's Impervious stay off for the rest of my opponents turn or during my upcoming turn as well or only as long as he's mind controlled?
Originally posted by kryptonboy 1. E Flash has JLA TA and HSS. If he decides to run up to Black Panther, sock him in the gobb and move off, is this considered a free action because of the JLA TA?
Technically, it's not free, but basically you are correct. He still gets a token, but if you are using HSS Option #1, then it doesn't count against your total for this turn since it is a move action.
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2. An opponent mind controls my Superman. The only thing they make him do is turn off his own Impervious (it being optional and all). Does my Superman's Impervious stay off for the rest of my opponents turn or during my upcoming turn as well or only as long as he's mind controlled?
Thanks!
It stays off until the very beginning of your opponent's next turn (so it will be off during what's left of his turn and during your turn as well).
In my day, we didn't have Heroclix. If you were being attacked by Superman with a 3d dumpster, you just had to hope you could outrun him.
Originally posted by Funky Jett Oops... I was thinking about Outwit. You are correct. It will come back on at the end of the turn it was turned off.
Sorry about that.
Fool of a Jet!
Also toward the original question: Keep in mind that You can turn off the power at any point that he's under your control... and it doesn't count as an action. SO you start the mind control by turning off the Imp, then you have superman blast someone, or run to the middle of your Injustice league cluster to get waylaid.
Okay... I thought that the free action TAs only worked when it was a pure move action. If someone who has the Avengers TA uses Charge, it still counts as an action for the player as well as the character. Maybe I'm wrong b/c it's a move action, then a free attack action. Is this the way it works?
As for the second part, I thought that if you MCed someone, they were considered friendly until you were done using them. As such, any optional power you turned off would come back as soon as your action was completed. Someone turning off Superman's IMP as a MC victim would only make sense if you could attack him right then, which you couldn't do anyway because he's friendly. In other words, you can't use MC to make an Outwit happen, just like you can't make it an Incapacitate (anymore) either. The MC actions are contained to the one action assigned to the MC victim.
HSS #1 says "give this character a move action". JLAvengers TA says "when you give this character a move action". As such, HSS #1 can be combined with JLAvengers. Running Shot and Charge are both Power actions, so the JLAvengers TA is not compatible. (Note that Phasing/Teleport is also a power action, which is why the Vision can not "phase for free".)
You're right that the fig is friendly "until you're done with him", but the rules for optional powers returning after being turned off follow the normal rules, namely that they remain off for the duration of that turn.
Originally posted by UncannyAvenger Okay... I thought that the free action TAs only worked when it was a pure move action. If someone who has the Avengers TA uses Charge, it still counts as an action for the player as well as the character. Maybe I'm wrong b/c it's a move action, then a free attack action. Is this the way it works?
It all depends on what's giving them a token. HSS version 1 is a move action token. So you can use the TA 'Free' move tokens.
With Charge and Running Shot You are Giving them Power action tokens. THE TA only lets you give a 'free' move action token, so you have to use an action from your 'action pool' for this.
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As for the second part, I thought that if you MCed someone, they were considered friendly until you were done using them.
That part is true.
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As such, any optional power you turned off would come back as soon as your action was completed.
That part is not true. Under the description of Optional powers, It mentions that optional powers that are deactivated, reactivate at the end of the turn.
SO if I mind control your KC supes on my first action, and have him deactivate his IMP, then I have the rest of my actions to try to mess him up. Then when my turn is over, the IMP comes back.
THe primary difference between that tactic and Outwit (other than the attack roll and damaage to the mindcontroller) comes into play in games with more than 2 players (teams, 3-ways). With outwit, the power stays off for EVERYONE's turn. With MC it's only off during the mind controller's turn.
"when using option 1 (the move action option) of HSS, team abilities that allow a character to move without using one of your total allotment of actions may be used as well. "
There is a difference between HSS and Charge. HSS grants an attack as a free action... free actions don't count to your total allotment (or get a token), and if they have JLA, Avengers, Brotherhood, etc. TA, then the move part won't count towards your total either (but will get a token). Charge, on the other hand, is a POWER ACTION. Power actions will always count towards your action allotment.
As for part two, when you turn off an optional power - and it's important to note that not all defensive powers are optional - it stays off until the end of the current turn. Even though the figure reverts back to your opponent's control, that optional power is off. It doesn't come back on because the requirement (the end of the turn) hasn't happened.
I refer to the Universe rule book, page 11:
"the controlling player may cancel the effect at any time, in which case it is cancelled until the end of the current turn"
Last edited by MeatLoafX; 12/30/2004 at 12:34..
Oh, I'm picking out a thermos for you... Hawkeye Game Club "These young 'uns gotta learn, you just don't mess with no mean-eyed furballs!" -- Ch'p
Where does it say that, Spideyfly? I thought that if a power was "optional", it was used or not used at the controlling player's discretion. If a player could turn off powers and make the cancellation stick after the MC was done, wouldn't someone like Morgan Le Fey or Shadow King be nigh-unstoppable, turning off characters' Invulnerability a la Outwit, then nailing them after they'd attacked their owner's force? Sounds a bit on the cheesy side to me... As far as I can see, Mind Control doesn't (or shouldn't) equal Outwit.
Thanks for the correction on the free move action dealie, though.
Thanx Meatloaf!!! I just read that part of my rulebook, too. Does this mean then that a character who has all optional powers can be "stripped" of all their powers when they are mind controlled? if I have Count Nefaria being MCed on his first click, can my opponent declare all of his optional powers gone until the end of the turn (not that I would necessarily want to)? That seems like a pretty crazy notion to me, but I read the rule book as well, so hey, can't really argue. Plus, it's not full-blast Outwit in effect because it only lasts until the MC-ing player's turn is over, so that seems A LOT more fair to me. Thanks again!
Now to translate into comic-book reality: Let's just say it's an after-effect of being mind-controlled that the person doesn't have their bearings and can't access all of their abilities just yet.
Originally posted by igoritzelf Also toward the original question: Keep in mind that You can turn off the power at any point that he's under your control... and it doesn't count as an action.
Which also means you must cancel the power prior to assigning the MC free action as after the MC free action...the MCed character immediately returns to its owner's control.
(And UncannyAvenger the above are all correct. Any or all optional powers may be canceled when you MC a character.)
Originally posted by UncannyAvenger As far as I can see, Mind Control doesn't (or shouldn't) equal Outwit.
You're right... in fact, in can be better because team abilities are also optional. You can MC Batman, turn off his team ability, and THEN have him smack that pesky medic for four! (Presuming Batman is on a CCE click.) It's now Bat Season.